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Proceedings Pacific Graphics '98. Sixth Pacific Conference on Computer Graphics and Applications (Cat. No.98EX208)最新文献

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Design and implementation of the Maya Renderer 玛雅渲染器的设计和实现
Kelvin Sung, James Craighead, Changyaw Wang, Sanjay Bakshi, A. Pearce, Andrew Woo
Maya is the new 3D software package recently released by Alias I Wavefront for creating state of the art character animation and visual effects. Built on a next generation advanced architecture, Maya delivers high speed interaction and high productivity for its users. In the Fall of 1995, the Rendering Team at Alias/Wavefront started from scratch to design and implement a renderer for the Maya project. This was a very challenging task, requiring the efficient generation of high quality images for a next generation 3D application that was still under development. In addition, we were expected to match or exceed the capabilities of our existing popular rendering products (as well as those from our competitors). In January of 1998, the all new renderer was delivered with Maya 1.0. It includes a comprehensive user interface that is well integrated with the rest of the system, and a batch renderer that is capable of efficiently generating a full spectrum of high quality visual effects. Currently, there are high end computer graphics (CG) productions in progress that are using the Maya Renderer. We concentrate on our batch renderer implementation effort. We describe the philosophy, design decisions, and the tasks we set out to achieve in 1995. We then evaluate the delivered system based on images generated with the renderer.
Maya是Alias I Wavefront最近发布的新的3D软件包,用于创建最先进的角色动画和视觉效果。玛雅建立在下一代先进的架构上,为用户提供高速交互和高生产力。在1995年的秋天,Alias/Wavefront的渲染团队从零开始为Maya项目设计和实现一个渲染器。这是一项非常具有挑战性的任务,需要为仍在开发中的下一代3D应用程序高效地生成高质量图像。此外,我们希望能够匹配或超过我们现有的流行渲染产品(以及我们的竞争对手的产品)的功能。1998年1月,全新的渲染器随Maya 1.0一起发布。它包括一个全面的用户界面,与系统的其余部分很好地集成,以及一个批处理渲染器,能够有效地生成全谱的高质量视觉效果。目前,正在使用Maya Renderer进行的高端计算机图形(CG)制作。我们专注于批处理渲染器的实现工作。我们描述了我们的理念、设计决策以及我们在1995年要实现的任务。然后,我们根据渲染器生成的图像评估交付的系统。
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引用次数: 7
Tight bounding volumes for subdivision surfaces 细分表面的紧密边界体积
L. Kobbelt
We first demonstrate how to compute exact limit points and tangents for surfaces generated by an arbitrary, stationary subdivision scheme. We then describe how to construct simple bounding volumes for the patches of a subdivision surface and present a simple numerical technique to compute guaranteed bounds for the ranges of the basis functions being associated with the subdivision scheme. Merging the local bounding volumes allows us to generate envelope meshes which tightly enclose the limit surface and which have the same structure as the initial control mesh. The prominent applications for these envelope meshes are the efficient ray tracing of subdivision surfaces as well as efficient collision detection.
我们首先演示了如何计算由任意平稳细分方案生成的曲面的精确极限点和切线。然后,我们描述了如何为细分曲面的补丁构建简单的边界体,并提出了一种简单的数值技术来计算与细分方案相关的基函数范围的保证边界。合并局部边界体积允许我们生成包络网格,它紧密地包围了极限表面,并且与初始控制网格具有相同的结构。这些包络网格的突出应用是细分表面的有效光线跟踪以及有效的碰撞检测。
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引用次数: 11
Shape space from deformation 变形后的形状空间
Ho-Lun Cheng, H. Edelsbrunner, Ping Fu
The construction of shape spaces is studied from a mathematical and a computational viewpoint. A program is outlined, reducing the problem to four tasks: the representation of geometry, the canonical deformation of geometry, the measuring of distance in shape space, and the selection of base shapes. The technical part of the paper focuses on the second task: the specification of a deformation mixing two or more shapes in continuously changing proportions.
从数学和计算的角度研究了形状空间的构造。给出了一个程序,将问题简化为四个任务:几何的表示、几何的规范变形、形状空间中距离的测量和基本形状的选择。本文的技术部分侧重于第二项任务:在连续变化的比例中混合两个或多个形状的变形规范。
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引用次数: 37
Efficient image-based rendering of volume data 高效的基于图像的体数据渲染
J. Choi, Y. Shin
The paper presents an efficient image based rendering algorithm of volume data. Using intermediate image space instead of image space, mapping becomes more efficient and holes coming from the point-to-point mapping can be removed. Mapping in intermediate image space is easily performed by looking up the table with the depth value of a source pixel. We also suggest a way of minimizing space requirement for pre-acquired images. Experimental results show that the algorithm can generate 25-40 images per second without noticeable image degradation in the case of making 256/sup 2/ images with a 256/sup 3/ voxel data set.
提出了一种高效的基于图像的体数据绘制算法。使用中间图像空间代替图像空间,可以提高映射效率,并且可以消除点对点映射产生的漏洞。通过查找具有源像素深度值的表,可以很容易地在中间图像空间中进行映射。我们还提出了一种最小化预采集图像空间需求的方法。实验结果表明,在使用256/sup 3/体素数据集生成256/sup 2/幅图像的情况下,该算法每秒可生成25-40幅图像,且图像退化不明显。
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引用次数: 16
Bounded clustering-finding good bounds on clustered light transport 有界聚类——寻找聚类光输运的良好界
M. Stamminger, P. Slusallek, H. Seidel
Clustering is a very efficient technique to apply finite element methods to the computation of radiosity solutions of complex scenes. Both computation time and memory consumption can be reduced dramatically by grouping the primitives of the input scene into a hierarchy of clusters and allowing for light exchange between all levels of this hierarchy. However, problems can arise due to clustering, when gross approximations about a cluster's content result in unsatisfactory solutions or unnecessary computations. In the clustering approach for diffuse global information described in the paper, light exchange between two objects-patches or clusters-is bounded by using geometrical and shading information provided by every object through a uniform interface. With this uniform view of various kinds of objects, comparable and reliable error bounds on the light exchange can be computed, which then guide a standard hierarchical radiosity algorithm.
聚类是将有限元方法应用于复杂场景辐射解计算的一种非常有效的方法。通过将输入场景的原语分组到集群的层次结构中,并允许在该层次结构的所有级别之间进行光交换,可以大大减少计算时间和内存消耗。然而,当对集群内容的粗略近似导致不满意的解决方案或不必要的计算时,聚类可能会产生问题。在本文描述的漫射全局信息的聚类方法中,两个物体(斑块或簇)之间的光交换通过统一的接口使用每个物体提供的几何和阴影信息进行边界。有了这种对各种物体的统一视图,就可以计算出光交换的可比较和可靠的误差界限,然后指导标准的分层辐射算法。
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引用次数: 16
General constrained deformations based on generalized metaballs 基于广义元球的一般约束变形
Xiaogang Jin, Youfu Li, Qunsheng Peng
Space deformation is an important tool in computer animation and shape design. We propose a new local deformation model based on generalized metaballs. The user specifies a series of constraints, which can be made up of points, lines, surfaces and volumes, their effective radii and maximum displacements; the deformation model creates a generalized metaball for each constraint. Each generalized metaball is associated with a potential function centered on the constraint, the potential function drops from 1 on the constraint to 0 on the effective radius. This deformation model operates on the local space and is independent of the underlining representation of the object to be deformed. The deformation can be finely controlled by adjusting the parameters of the generalized metaballs. We also present some extensions and the extended deformation model to include scale and rotation constraints. Experiments show that this deformation model is efficient and intuitive. It can deal with various constraints, which is difficult for traditional deformation model.
空间变形是计算机动画和形状设计的重要工具。提出了一种基于广义元球的局部变形模型。用户指定一系列约束,这些约束可以由点、线、面和体组成,以及它们的有效半径和最大位移;变形模型为每个约束创建一个广义元球。每个广义元球都与一个以约束为中心的势函数相关联,势函数从约束上的1下降到有效半径上的0。这种变形模型作用于局部空间,与待变形物体的下划线表示无关。通过调整广义元球的参数,可以很好地控制变形。我们还提出了一些扩展和扩展变形模型,以包括尺度和旋转约束。实验结果表明,该变形模型是高效、直观的。它可以处理传统变形模型难以处理的各种约束。
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引用次数: 37
Toward urban model acquisition from geo-located images 基于地理定位图像的城市模型获取研究
S. Teller
High fidelity textured geometric models are a fundamental starting point for computer graphics, simulation, visualization, design, and analysis. Existing tools for acquiring 3D models of large scale (e.g., urban) geometry, from imagery, require significant manual input and suffer other algorithmic scaling limitations. We are pursuing a research and engineering effort to develop a novel sensor and associated geometric algorithms, to achieve fully automated reconstruction from close range color images of textured geometric models representing built urban structures. The sensor is a geo-located camera, which annotates each acquired digital image with metadata recording the date and time of image acquisition, and estimating the position and orientation of the acquiring camera in a global (geodetic) coordinate system. This metadata enables the formulation of reconstruction algorithms which scale well both with the number and spatial density of input images, and the complexity of the reconstructed model. We describe our initial dataset of about four thousand geo-located images acquired through a prototype sensor, manual surveying, and semi automated refinement of navigation information. We demonstrate, for a small of office park on the MIT campus, the operation of fully automated algorithms for generating hemispherical image mosaics, for reconstructing vertical building facades, and for estimating high resolution texture information for each facade. Finally, we describe the status of our efforts, and discuss several significant research and engineering challenges facing the project.
高保真纹理几何模型是计算机图形学、仿真、可视化、设计和分析的基本起点。现有的工具用于从图像中获取大规模(如城市)几何的3D模型,需要大量的人工输入,并受到其他算法缩放限制。我们正在进行一项研究和工程努力,以开发一种新型传感器和相关的几何算法,以实现代表已建成城市结构的纹理几何模型的近距离彩色图像的全自动重建。传感器是一个地理定位相机,它用元数据注释每个获取的数字图像,记录图像采集的日期和时间,并在全球(大地测量)坐标系中估计获取相机的位置和方向。这种元数据使得重构算法的制定能够很好地适应输入图像的数量和空间密度,以及重构模型的复杂性。我们描述了通过原型传感器、人工测量和半自动导航信息改进获得的大约4000张地理定位图像的初始数据集。在麻省理工学院校园的一个小型办公园区中,我们演示了全自动算法的操作,用于生成半球形图像马赛克,用于重建垂直建筑立面,以及用于估计每个立面的高分辨率纹理信息。最后,我们描述了我们努力的现状,并讨论了该项目面临的几个重要的研究和工程挑战。
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引用次数: 38
Nonlinear view interpolation 非线性视图插值
H. Bao, Li Chen, Jianguo Ying, Qunsheng Peng
A new nonlinear view interpolation algorithm is presented. Unlike the linear interpolation scheme, our method can exactly simulate the perspective viewing transformation during the walkthrough. To accelerate the view interpolation, the algorithm employs a binary subdivision scheme to optimize the decomposition of the source image so that the number of the resultant blocks is greatly reduced. Holes on the intermediate image are filled by two steps, namely enlarging the transferred blocks at the side adjacent to holes and retrieving the local image within the holes from the destination images by multiple-directional interpolation. Experimental results demonstrate our algorithm is much more accurate and efficient than the traditional one.
提出了一种新的非线性视图插值算法。与线性插值方法不同,我们的方法可以准确地模拟演练过程中的视角变换。为了加速视图插值,该算法采用二值细分方案对源图像进行优化分解,大大减少了生成块的数量。中间图像上的孔洞通过两步填充,即扩大孔洞旁边的转移块,并通过多向插值从目标图像中检索孔洞内的局部图像。实验结果表明,该算法比传统算法具有更高的精度和效率。
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引用次数: 2
An efficient shadow algorithm for area light sources using BSP trees 基于BSP树的区域光源高效阴影算法
K. Wong, W. W. Tsang
The paper presents a fast algorithm for computing shadow volumes of area light sources and performing shadow classification. The algorithm improves Chin and Feiner's method (N. Chin and S. Feiner, 1992) in the way that it does not subdivide an area light source before the processing of scene polygons. Instead, a light source is only subdivided when needed and is merged immediately when the need vanishes. Much redundant work is saved by avoiding the unnecessary subdivisions. Compared with Chin and Feiner's method, experiments show that the new method can run faster without loss of accuracy.
提出了一种快速计算区域光源阴影体积并进行阴影分类的算法。该算法改进了Chin和Feiner的方法(N. Chin和S. Feiner, 1992),在处理场景多边形之前不细分区域光源。相反,光源只在需要时被细分,当需要消失时立即合并。避免了不必要的细分,节省了许多冗余的工作。与Chin和Feiner的方法相比,实验表明新方法在不损失精度的情况下运行速度更快。
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引用次数: 1
A nondeterministic reconstruction approach for isotropic reflectances and transmittances 各向同性反射率和透射率的不确定性重建方法
G. Baranoski, J. Rokne
Physically and biologically based reflectance and transmittance models add realism to image synthesis applications at the expense of a significant increase in rendering time. Current research efforts in this area focus on developing practical solutions to quickly access a BDF (which represents a combination of BRDF and BTDF) while preserving its original characteristics. An approach to reconstruct arbitrary isotropic BDFs is presented. The spectral curves obtained using the proposed approach are compared with measured spectral curves, and some issues regarding its performance and storage requirements are examined.
基于物理和生物的反射率和透射率模型以显着增加渲染时间为代价,为图像合成应用程序增加了真实感。目前该领域的研究重点是开发实用的解决方案,以快速获取BDF(代表BRDF和BTDF的组合),同时保留其原始特性。提出了一种重建任意各向同性bdf的方法。将该方法得到的光谱曲线与实测光谱曲线进行了比较,并对其性能和存储要求等问题进行了探讨。
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引用次数: 18
期刊
Proceedings Pacific Graphics '98. Sixth Pacific Conference on Computer Graphics and Applications (Cat. No.98EX208)
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